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- Badlands Misadventure
- 3d6 to get paired results/loners above the target roll. Only a
- roll with a paired result is valid. You can gain +Edge or -Edge
- to set loner before rolling to 6 or 1, three matches (treys)
- auto-succeed on roll as critical results. Penalties and bonuses
- such as +1 are applied to both a pair and a loner rolled.
- BASICS
- Hit Points - 4 + Nerve mod. Used for taking damage. Can be
- restored by eating food or resting.
- Focus Points - 4 + Acumen mod. Used for special abilities.
- Recharges after every battle.
- Three stats: Power, Nerve, Acumen - measured from E-A, giving a
- modifier from E(-2) to A(+2). Choose one to increase by one rank
- before trades or castes.
- Combat - Physical abilities regarding fighting in battle,
- defending with shields and other athletic pursuits.
- Nerve - Mental fortitude and HP values. Protects against
- mind altering effects.
- Acumen - Knowledge of the world and its arcane secrets,
- and talent for investigating rooms and mysteries.
- Defense: The TR that enemies have to hit to give you more than a
- glancing blow. Your Defense is 1 before armor.
- Skills: Players make up 3 non-combat related skills they're good
- at, like climbing mountains, picking locks or playing an
- instrument. They gain +Edge to taking these actions.
- Experience - Enemies are divided into Unworthy, Worthy and
- Outmatched foes based on their levels compared to the players.
- A monster slain is worth 10, 50 or 100 EXP respectively to the
- whole party. To gain another level, the party must gain an
- amount of EXP equal to (their average level) x 100 EXP.
- =====
- COMBAT
- While adventuring and not in combat, players can decide their
- Formation at any time amongst themselves. Formation places
- priority on who gets attacked by enemies more often, and the
- character's aim. The formation positions per party member are
- Frontline and Reserve. There must be at least one active
- character in Frontline for Reserve positions to be available.
- In combat, players and enemies have turns bisected by the sides,
- and the players roll at the start of combat to determine which
- one goes first; if they succeed in getting a Paired Result,
- they can go first, and the enemies go first if they don't.
- During a turn, each actor (enemy or player) has a Ready and an
- Action. A Ready can be used to prepare oneself in some way, such
- as getting ready to counter or avoid an attack, changing a stance
- or preparing a spell to be cast. You get ways to use your Ready
- based on your Trade, but it can also be used in two basic ways by
- any character:
- - Changing your weapon or equipment in hands
- - Readying a dodge
- An Action is anything such as an attack, a spell's casting or
- changing your character's position. You only get one pur turn.
- Attacks are vs. the target's Defense, which is the TR of a normal
- roll. Any paired result that doesn't meet the TR deals 1 damage
- to them and is called a Glance. Glances can be avoided by readying
- dodges or wearing heavy armor. Trey results on attacks deal twice
- as much damage to the target.
- Melee attacks can only hit actors in a Frontline position, and
- the attacker must be in Frontline as well. A ranged attack can
- hit any actor on the field, but at a penalty -1 if the attacker
- is in Frontline position.
- When a character's HP reaches 0, they're Knocked Out (KO'd) and
- can't take turns until they're revived. A character can be
- revived either by remaining KO'd for an hour or with certain
- effects and items. When revived, they regain half their HP.
- If a character is reduced to -5 HP, they die.
- =====
- CHARACTER TYPES
- Characters can choose to either be humanoid or one of various
- Castes. Being Humanoid gives you access to choosing one of the
- Trades which define your abilities, while Castes describe your
- abilities as a non-humanoid character.
- TRADES - Ki Fighter, Pantomime, Gunner, Wizard, Ninja, Knight
- CASTES - Machine, Birdman, Shifter, Ridalon, Demon, Haunt
- Choosing one of the types, caste or trade, gives you its
- equipment, Actions and Readies you can use in battle, along
- with a line of progression for when you level up.
- -----
- TRADES
- - KI FIGHTER -
- Weapon - Hands [M/2 Dam] and Staff [M/3 Dam]
- Armor - Light Armor [DEF 2]
- Stat Increase - Acumen +1 rank
- PASSIVE ABILITIES
- - Lightning Fast: You can grab projectiles out of the
- air. You are not glanced by ranged weapons and ignore
- the miss effect of a machine gun.
- SPECIAL ACTIONS
- - Quick Attack: Make two attacks with Hands in one
- turn or counter as part of Attack action.
- - Ki Blast [1+ FP]: Blasts enemy at range with ball of
- light, deals 1 damage for every FP put into action.
- Requires one empty hand.
- - Mobile Attack: Attack an enemy and change position
- with the same action.
- - Revive [2 FP]: Revives a KO'd character.
- - Restore: You regain 2 FP.
- SPECIAL READIES
- - Counter Stance: When enemy misses you with attack, you
- can make an attack toward that enemy if they're in range.
- - Shield Stance: You turn an enemy's successful hit into
- a glance, and a glance into a miss.
- -----
- - PANTOMIME -
- Weapon - Sword [M/3 Dam]
- Armor - Light Armor [DEF 2]
- Stat Increase - Nerve +1 rank
- PASSIVE ABILITIES
- - Hearty: You gain +2 extra HP now and on every level up.
- SPECIAL ACTIONS
- - Copy [2 FP]: Make a TR3 Acumen roll. On a success,
- you copy an action a Monster has taken in the last turn
- and choose a new target. If the action deals damage
- or heals its target, you do so for the same amount.
- - Provoke: You taunt one enemy, causing it to target you
- with its next attack.
- SPECIAL READIES
- - Study: You ready yourself to study a Monster's next
- attack or action made against you. If the monster makes
- its action successfully without KO'ing you, you can add
- the action to ones you can do at any time for 2 FP. You
- can only gain 3 studied actions before switching them
- out, and use an action's statistics as done to you.
- - Bracing Stance: You can survive any attack or damaging
- effect with 1 HP. Can't be used if you only have 1 HP.
- -----
- - GUNNER -
- Weapon - Knife [M/2 Dam] and Machine Gun [R/Special]
- Armor - Medium Armor [DEF 3]
- Stat Increase - Combat +1 rank
- [Machine Gun: 6 damage per burst, ranged. Three bursts
- before needing to be reloaded. -Edge to hit. On a miss,
- target must change position in fleeing the gunfire.]
- PASSIVE ABILITIES
- - Good Aim: You deal 2 damage on a glance with firearms.
- SPECIAL ACTIONS
- - Full Auto: You spend all of your machine gun's bursts
- in one action. Make three attacks, with a penalty of -1
- and -2 on the second and third attack rolls respectively.
- - Run & Gun: You make an attack with -Edge and change
- position in the same action.
- - Reload: You reload your weapon to its full capacity.
- SPECIAL READIES
- - Aim [2 FP]: You gain +Edge to your next attack action.
- -----
- - WIZARD -
- Weapon - Staff [M/3 Dam, uses Acumen for magic attacks]
- Armor - None
- Stat Increase - Acumen +1 rank
- PASSIVE ABILITIES
- - Conduit: You regain 1 FP every turn while conscious.
- SPECIAL ACTIONS
- - Abracadabra [Non-combat]: You wave your hands and chant
- random words in a plea to avert some sudden danger (like
- someone falling off a cliff). Make an Acumen roll with
- -Edge to succeed in this and describe how it works.
- - Magic Bolt [1 FP]: Ranged magic attack that can target
- up to three enemies for 1 damage or one enemy for
- 3 damage. Requires only one roll.
- - Thunderclap [2 FP]: Make a ranged magic attack against
- a target. On a success, you deal 3 damage and stun them
- until the end of their next turn.
- - Toad [Once a day, 4 FP]: Make a ranged magic attack
- against an Unworthy target. On a success, you turn them
- into a talking toad until you decide to restore them.
- - Big Blast [Once a day]: You must spend one turn
- charging this spell before you cast it on your next turn.
- You cast an explosion that decimates everything in a
- 100 foot radius of you. All Worthy or lesser actors will
- be KO'd except you, but you can't cast any more magic
- until you rest for a night afterward.
- SPECIAL READIES
- - Magic Shield [2 FP]: Your Defense becomes 4 until the
- end of the round.
- - Retreat: When glanced or missed by an attack, you can
- choose to move to another position.
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